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Messages - onur89tr

#1
I solved that problem. Version is Pro and latest updated. Max version is 2019.3. I'm trying to animate a flag. I can make an animated box. But I can't bake flag animation. It's opening static like on moon. :D How I can do this? I'm trying your tutorials.

My max file: http://www.onurunwebsitesi.com/flag.zip
#2
ERROR IMAGE LINK: https://ibb.co/H2n0gkc

Hello. I formatted my PC and I installed new Wall Worm. Now I can't export static or animated prop. It's waiting and opening blank model. Where I'm doing wrong? Thanks. :)
#3
Quote from: wallworm on April 18, 2016, 09:34:26 AM
The name of the Material becomes the name of the VMT, and the name of the VTF is also the path* (Except in WW Pro, the name is only used initially to set the VTF Path field).

Generally, WW doesn't let you throw VMT files into the root materials folder. It generally requires a sub-path.

To mass-change the paths of materials and their textures, use Wall Worm > Wall Worm Materials > Material Utilities. The bottom section allows you to rename materials en masse . If you want to change all material paths, use a Match Pattern of *.
Thanks mate, I found it.
#4
Hello. I want to edit VMT and VTF folders same time. Is there a function for this? And how can I use it? Thanks.

Now it's mixed, but I want to send my all VMT files to "csgo/materials" folder, and VTF files to "csgo/materials/myproject/materyal/" folder. How can I do this?
#5
WWMT Questions / Re: Wrong UVW Size in Hammer
April 09, 2016, 09:40:06 AM
Quote from: Joris Ceoen on April 09, 2016, 09:10:20 AM
... If it's correct, then you can detach it again...
I added new block to map and make it World geometry. And textured it. But result isn't correct.
#6
WWMT Questions / Re: Wrong UVW Size in Hammer
April 09, 2016, 08:53:10 AM
This is World Geometry. My models haven't problem. Thanks for reply. I will wait Shawn Olson.
#7
WWMT Questions / Wrong UVW Size in Hammer
April 09, 2016, 04:32:58 AM


How can I solve this? I scaled my map after texturing. Then this problem become. I tried reset X-Form and reset UVW. But it didn't changed.
#8
https://www.reddit.com/r/csmapmakers/comments/3d2rgs/func_button_weirdness_as_a_light_switch/

I found this topic and somebody says toggled lights isn't work in CS:GO. I understand now.
#9
Thanks all but, I think this is different problem. Because I was added static prop light code. This error is about named lights. When light is named, the result is like this. When light name is "light", it's fixing. But I need named lights, because I connected them with buttons. What can I do?
#10
After Wildfire update, my map's lighting broken. I made bsp and bak files with pakrat. Send them to maps folder. Thanks in advance.

Download map: http://www.filedropper.com/onur
#11
https://www.mapcore.org/topic/19894-csgo-lighting-on-props-broken-since-wildfire-update-possible-fix/?page=4

Hello again mate. Do you know, CS GO has problems with lighting and shadows. Someone saying, there are sharp and red shadows, someone saying props are black, someone saying brushes are black (like my map). What should we do?
#12
Feature Requests / Re: Create Native Entity Tools
February 04, 2016, 03:51:02 PM
Sorry. I'm trying with image.
#13
Feature Requests / Re: Create Native Entity Tools
February 04, 2016, 02:50:08 PM
I sent my models and more information to
#14
Feature Requests / Re: Create Native Entity Tools
February 04, 2016, 02:32:39 PM
Quote from: wallworm on January 20, 2016, 09:58:27 PM
So I just did tests and spawnflags worked as expected here. You'll need to send me a Max scene with the entity (and nothing else) to test if there is something wrong with the object itself.
I clicked Append to Current, but it's only applying spawn flags to proxies.
#15
I tried backface culling and using alpha test. But some objects isn't fixed. Some objects fixed when I exported that parts as different model. (You can see my new models too. :) ) I searched that in Google, someone says "tjunc problem". I don't know what is it...

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